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elation-engine

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/** * @author alteredq / http://alteredqualia.com/ * * Full-screen textured quad shader */ THREE.CopyShader = { uniforms: { "tDiffuse": { value: null }, "opacity": { value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform float opacity;", "uniform sampler2D tDiffuse;", "varying vec2 vUv;", "void main() {", "vec4 texel = texture2D( tDiffuse, vUv );", "gl_FragColor = opacity * texel;", "}" ].join( "\n" ) }; /** * @author alteredq / http://alteredqualia.com/ * * Convolution shader * ported from o3d sample to WebGL / GLSL * http://o3d.googlecode.com/svn/trunk/samples/convolution.html */ THREE.ConvolutionShader = { defines: { "KERNEL_SIZE_FLOAT": "25.0", "KERNEL_SIZE_INT": "25" }, uniforms: { "tDiffuse": { value: null }, "uImageIncrement": { value: new THREE.Vector2( 0.001953125, 0.0 ) }, "cKernel": { value: [] } }, vertexShader: [ "uniform vec2 uImageIncrement;", "varying vec2 vUv;", "void main() {", "vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform float cKernel[ KERNEL_SIZE_INT ];", "uniform sampler2D tDiffuse;", "uniform vec2 uImageIncrement;", "varying vec2 vUv;", "void main() {", "vec2 imageCoord = vUv;", "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );", "for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {", "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];", "imageCoord += uImageIncrement;", "}", "gl_FragColor = sum;", "}" ].join( "\n" ), buildKernel: function ( sigma ) { // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway. function gauss( x, sigma ) { return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) ); } var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1; if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize; halfWidth = ( kernelSize - 1 ) * 0.5; values = new Array( kernelSize ); sum = 0.0; for ( i = 0; i < kernelSize; ++ i ) { values[ i ] = gauss( i - halfWidth, sigma ); sum += values[ i ]; } // normalize the kernel for ( i = 0; i < kernelSize; ++ i ) values[ i ] /= sum; return values; } }; /** * @author Mugen87 / https://github.com/Mugen87 * * References: * http://john-chapman-graphics.blogspot.com/2013/01/ssao-tutorial.html * https://learnopengl.com/Advanced-Lighting/SSAO * https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl */ THREE.SSAOShader = { defines: { "PERSPECTIVE_CAMERA": 1, "KERNEL_SIZE": 32 }, uniforms: { "tDiffuse": { value: null }, "tNormal": { value: null }, "tDepth": { value: null }, "tNoise": { value: null }, "kernel": { value: null }, "cameraNear": { value: null }, "cameraFar": { value: null }, "resolution": { value: new THREE.Vector2() }, "cameraProjectionMatrix": { value: new THREE.Matrix4() }, "cameraInverseProjectionMatrix": { value: new THREE.Matrix4() }, "kernelRadius": { value: 8 }, "minDistance": { value: 0.005 }, "maxDistance": { value: 0.05 }, }, vertexShader: [ "varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D tDiffuse;", "uniform sampler2D tNormal;", "uniform sampler2D tDepth;", "uniform sampler2D tNoise;", "uniform vec3 kernel[ KERNEL_SIZE ];", "uniform vec2 resolution;", "uniform float cameraNear;", "uniform float cameraFar;", "uniform mat4 cameraProjectionMatrix;", "uniform mat4 cameraInverseProjectionMatrix;", "uniform float kernelRadius;", "uniform float minDistance;", // avoid artifacts caused by neighbour fragments with minimal depth difference "uniform float maxDistance;", // avoid the influence of fragments which are too far away "varying vec2 vUv;", "#include <packing>", "float getDepth( const in vec2 screenPosition ) {", " return texture2D( tDepth, screenPosition ).x;", "}", "float getLinearDepth( const in vec2 screenPosition ) {", " #if PERSPECTIVE_CAMERA == 1", " float fragCoordZ = texture2D( tDepth, screenPosition ).x;", " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );", " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );", " #else", " return texture2D( depthSampler, coord ).x;", " #endif", "}", "float getViewZ( const in float depth ) {", " #if PERSPECTIVE_CAMERA == 1", " return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );", " #else", " return orthographicDepthToViewZ( depth, cameraNear, cameraFar );", " #endif", "}", "vec3 getViewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {", " float clipW = cameraProjectionMatrix[2][3] * viewZ + cameraProjectionMatrix[3][3];", " vec4 clipPosition = vec4( ( vec3( screenPosition, depth ) - 0.5 ) * 2.0, 1.0 );", " clipPosition *= clipW; // unprojection.", " return ( cameraInverseProjectionMatrix * clipPosition ).xyz;", "}", "vec3 getViewNormal( const in vec2 screenPosition ) {", " return unpackRGBToNormal( texture2D( tNormal, screenPosition ).xyz );", "}", "void main() {", " float depth = getDepth( vUv );", " float viewZ = getViewZ( depth );", " vec3 viewPosition = getViewPosition( vUv, depth, viewZ );", " vec3 viewNormal = getViewNormal( vUv );", " vec2 noiseScale = vec2( resolution.x / 4.0, resolution.y / 4.0 );", " vec3 random = texture2D( tNoise, vUv * noiseScale ).xyz;", // compute matrix used to reorient a kernel vector " vec3 tangent = normalize( random - viewNormal * dot( random, viewNormal ) );", " vec3 bitangent = cross( viewNormal, tangent );", " mat3 kernelMatrix = mat3( tangent, bitangent, viewNormal );", " float occlusion = 0.0;", " for ( int i = 0; i < KERNEL_SIZE; i ++ ) {", " vec3 sampleVector = kernelMatrix * kernel[ i ];", // reorient sample vector in view space " vec3 samplePoint = viewPosition + ( sampleVector * kernelRadius );", // calculate sample point " vec4 samplePointNDC = cameraProjectionMatrix * vec4( samplePoint, 1.0 );", // project point and calculate NDC " samplePointNDC /= samplePointNDC.w;", " vec2 samplePointUv = samplePointNDC.xy * 0.5 + 0.5;", // compute uv coordinates " float realDepth = getLinearDepth( samplePointUv );", // get linear depth from depth texture " float sampleDepth = viewZToOrthographicDepth( samplePoint.z, cameraNear, cameraFar );", // compute linear depth of the sample view Z value " float delta = sampleDepth - realDepth;", " if ( delta > minDistance && delta < maxDistance ) {", // if fragment is before sample point, increase occlusion " occlusion += 1.0;", " }", " }", " occlusion = clamp( occlusion / float( KERNEL_SIZE ), 0.0, 1.0 );", " gl_FragColor = vec4( vec3( 1.0 - occlusion ), 1.0 );", "}" ].join( "\n" ) }; THREE.SSAODepthShader = { defines: { "PERSPECTIVE_CAMERA": 1 }, uniforms: { "tDepth": { value: null }, "cameraNear": { value: null }, "cameraFar": { value: null }, }, vertexShader: [ "varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D tDepth;", "uniform float cameraNear;", "uniform float cameraFar;", "varying vec2 vUv;", "#include <packing>", "float getLinearDepth( const in vec2 screenPosition ) {", " #if PERSPECTIVE_CAMERA == 1", " float fragCoordZ = texture2D( tDepth, screenPosition ).x;", " float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );", " return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );", " #else", " return texture2D( depthSampler, coord ).x;", " #endif", "}", "void main() {", " float depth = getLinearDepth( vUv );", " gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );", "}" ].join( "\n" ) }; THREE.SSAOBlurShader = { uniforms: { "tDiffuse": { value: null }, "resolution": { value: new THREE.Vector2() } }, vertexShader: [ "varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform sampler2D tDiffuse;", "uniform vec2 resolution;", "varying vec2 vUv;", "void main() {", " vec2 texelSize = ( 1.0 / resolution );", " float result = 0.0;", " for ( int i = - 2; i <= 2; i ++ ) {", " for ( int j = - 2; j <= 2; j ++ ) {", " vec2 offset = ( vec2( float( i ), float( j ) ) ) * texelSize;", " result += texture2D( tDiffuse, vUv + offset ).r;", " }", " }", " gl_FragColor = vec4( vec3( result / ( 5.0 * 5.0 ) ), 1.0 );", "}" ].join( "\n" ) }; /** * @author alteredq / http://alteredqualia.com/ * @author davidedc / http://www.sketchpatch.net/ * * NVIDIA FXAA by Timothy Lottes * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html * - WebGL port by @supereggbert * http://www.glge.org/demos/fxaa/ */ THREE.FXAAShader = { uniforms: { "tDiffuse": { value: null }, "resolution": { value: new THREE.Vector2( 1 / 1024, 1 / 512 ) } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "precision highp float;", "", "uniform sampler2D tDiffuse;", "", "uniform vec2 resolution;", "", "varying vec2 vUv;", "", "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)", "", "//----------------------------------------------------------------------------------", "// File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag", "// SDK Version: v3.00", "// Email: gameworks@nvidia.com", "// Site: http://developer.nvidia.com/", "//", "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.", "//", "// Redistribution and use in source and binary forms, with or without", "// modification, are permitted provided that the following conditions", "// are met:", "// * Redistributions of source code must retain the above copyright", "// notice, this list of conditions and the following disclaimer.", "// * Redistributions in binary form must reproduce the above copyright", "// notice, this list of conditions and the following disclaimer in the", "// documentation and/or other materials provided with the distribution.", "// * Neither the name of NVIDIA CORPORATION nor the names of its", "// contributors may be used to endorse or promote products derived", "// from this software without specific prior written permission.", "//", "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY", "// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE", "// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR", "// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR", "// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,", "// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,", "// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR", "// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY", "// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT", "// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE", "// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.", "//", "//----------------------------------------------------------------------------------", "", "#define FXAA_PC 1", "#define FXAA_GLSL_100 1", "#define FXAA_QUALITY_PRESET 12", "", "#define FXAA_GREEN_AS_LUMA 1", "", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_PC_CONSOLE", " //", " // The console algorithm for PC is included", " // for developers targeting really low spec machines.", " // Likely better to just run FXAA_PC, and use a really low preset.", " //", " #define FXAA_PC_CONSOLE 0", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_GLSL_120", " #define FXAA_GLSL_120 0", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_GLSL_130", " #define FXAA_GLSL_130 0", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_HLSL_3", " #define FXAA_HLSL_3 0", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_HLSL_4", " #define FXAA_HLSL_4 0", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_HLSL_5", " #define FXAA_HLSL_5 0", "#endif", "/*==========================================================================*/", "#ifndef FXAA_GREEN_AS_LUMA", " //", " // For those using non-linear color,", " // and either not able to get luma in alpha, or not wanting to,", " // this enables FXAA to run using green as a proxy for luma.", " // So with this enabled, no need to pack luma in alpha.", " //", " // This will turn off AA on anything which lacks some amount of green.", " // Pure red and blue or combination of only R and B, will get no AA.", " //", " // Might want to lower the settings for both,", " // fxaaConsoleEdgeThresholdMin", " // fxaaQualityEdgeThresholdMin", " // In order to insure AA does not get turned off on colors", " // which contain a minor amount of green.", " //", " // 1 = On.", " // 0 = Off.", " //", " #define FXAA_GREEN_AS_LUMA 0", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_EARLY_EXIT", " //", " // Controls algorithm's early exit path.", " // On PS3 turning this ON adds 2 cycles to the shader.", " // On 360 turning this OFF adds 10ths of a millisecond to the shader.", " // Turning this off on console will result in a more blurry image.", " // So this defaults to on.", " //", " // 1 = On.", " // 0 = Off.", " //", " #define FXAA_EARLY_EXIT 1", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_DISCARD", " //", " // Only valid for PC OpenGL currently.", " // Probably will not work when FXAA_GREEN_AS_LUMA = 1.", " //", " // 1 = Use discard on pixels which don't need AA.", " // For APIs which enable concurrent TEX+ROP from same surface.", " // 0 = Return unchanged color on pixels which don't need AA.", " //", " #define FXAA_DISCARD 0", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_FAST_PIXEL_OFFSET", " //", " // Used for GLSL 120 only.", " //", " // 1 = GL API supports fast pixel offsets", " // 0 = do not use fast pixel offsets", " //", " #ifdef GL_EXT_gpu_shader4", " #define FXAA_FAST_PIXEL_OFFSET 1", " #endif", " #ifdef GL_NV_gpu_shader5", " #define FXAA_FAST_PIXEL_OFFSET 1", " #endif", " #ifdef GL_ARB_gpu_shader5", " #define FXAA_FAST_PIXEL_OFFSET 1", " #endif", " #ifndef FXAA_FAST_PIXEL_OFFSET", " #define FXAA_FAST_PIXEL_OFFSET 0", " #endif", "#endif", "/*--------------------------------------------------------------------------*/", "#ifndef FXAA_GATHER4_ALPHA", " //", " // 1 = API supports gather4 on alpha channel.", " // 0 = API does not support gather4 on alpha channel.", " //", " #if (FXAA_HLSL_5 == 1)", " #define FXAA_GATHER4_ALPHA 1", " #endif", " #ifdef GL_ARB_gpu_shader5", " #define FXAA_GATHER4_ALPHA 1", " #endif", " #ifdef GL_NV_gpu_shader5", " #define FXAA_GATHER4_ALPHA 1", " #endif", " #ifndef FXAA_GATHER4_ALPHA", " #define FXAA_GATHER4_ALPHA 0", " #endif", "#endif", "", "", "/*============================================================================", " FXAA QUALITY - TUNING KNOBS", "------------------------------------------------------------------------------", "NOTE the other tuning knobs are now in the shader function inputs!", "============================================================================*/", "#ifndef FXAA_QUALITY_PRESET", " //", " // Choose the quality preset.", " // This needs to be compiled into the shader as it effects code.", " // Best option to include multiple presets is to", " // in each shader define the preset, then include this file.", " //", " // OPTIONS", " // -----------------------------------------------------------------------", " // 10 to 15 - default medium dither (10=fastest, 15=highest quality)", " // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)", " // 39 - no dither, very expensive", " //", " // NOTES", " // -----------------------------------------------------------------------", " // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)", " // 13 = about same speed as FXAA 3.9 and better than 12", " // 23 = closest to FXAA 3.9 visually and performance wise", " // _ = the lowest digit is directly related to performance", " // _ = the highest digit is directly related to style", " //", " #define FXAA_QUALITY_PRESET 12", "#endif", "", "", "/*============================================================================", "", " FXAA QUALITY - PRESETS", "", "============================================================================*/", "", "/*============================================================================", " FXAA QUALITY - MEDIUM DITHER PRESETS", "============================================================================*/", "#if (FXAA_QUALITY_PRESET == 10)", " #define FXAA_QUALITY_PS 3", " #define FXAA_QUALITY_P0 1.5", " #define FXAA_QUALITY_P1 3.0", " #define FXAA_QUALITY_P2 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 11)", " #define FXAA_QUALITY_PS 4", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 3.0", " #define FXAA_QUALITY_P3 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 12)", " #define FXAA_QUALITY_PS 5", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 4.0", " #define FXAA_QUALITY_P4 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 13)", " #define FXAA_QUALITY_PS 6", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 4.0", " #define FXAA_QUALITY_P5 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 14)", " #define FXAA_QUALITY_PS 7", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 4.0", " #define FXAA_QUALITY_P6 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 15)", " #define FXAA_QUALITY_PS 8", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 2.0", " #define FXAA_QUALITY_P6 4.0", " #define FXAA_QUALITY_P7 12.0", "#endif", "", "/*============================================================================", " FXAA QUALITY - LOW DITHER PRESETS", "============================================================================*/", "#if (FXAA_QUALITY_PRESET == 20)", " #define FXAA_QUALITY_PS 3", " #define FXAA_QUALITY_P0 1.5", " #define FXAA_QUALITY_P1 2.0", " #define FXAA_QUALITY_P2 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 21)", " #define FXAA_QUALITY_PS 4", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 22)", " #define FXAA_QUALITY_PS 5", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 23)", " #define FXAA_QUALITY_PS 6", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 24)", " #define FXAA_QUALITY_PS 7", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 3.0", " #define FXAA_QUALITY_P6 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 25)", " #define FXAA_QUALITY_PS 8", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 2.0", " #define FXAA_QUALITY_P6 4.0", " #define FXAA_QUALITY_P7 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 26)", " #define FXAA_QUALITY_PS 9", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 2.0", " #define FXAA_QUALITY_P6 2.0", " #define FXAA_QUALITY_P7 4.0", " #define FXAA_QUALITY_P8 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 27)", " #define FXAA_QUALITY_PS 10", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 2.0", " #define FXAA_QUALITY_P6 2.0", " #define FXAA_QUALITY_P7 2.0", " #define FXAA_QUALITY_P8 4.0", " #define FXAA_QUALITY_P9 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 28)", " #define FXAA_QUALITY_PS 11", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 2.0", " #define FXAA_QUALITY_P6 2.0", " #define FXAA_QUALITY_P7 2.0", " #define FXAA_QUALITY_P8 2.0", " #define FXAA_QUALITY_P9 4.0", " #define FXAA_QUALITY_P10 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 29)", " #define FXAA_QUALITY_PS 12", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.5", " #define FXAA_QUALITY_P2 2.0", " #define FXAA_QUALITY_P3 2.0", " #define FXAA_QUALITY_P4 2.0", " #define FXAA_QUALITY_P5 2.0", " #define FXAA_QUALITY_P6 2.0", " #define FXAA_QUALITY_P7 2.0", " #define FXAA_QUALITY_P8 2.0", " #define FXAA_QUALITY_P9 2.0", " #define FXAA_QUALITY_P10 4.0", " #define FXAA_QUALITY_P11 8.0", "#endif", "", "/*============================================================================", " FXAA QUALITY - EXTREME QUALITY", "============================================================================*/", "#if (FXAA_QUALITY_PRESET == 39)", " #define FXAA_QUALITY_PS 12", " #define FXAA_QUALITY_P0 1.0", " #define FXAA_QUALITY_P1 1.0", " #define FXAA_QUALITY_P2 1.0", " #define FXAA_QUALITY_P3 1.0", " #define FXAA_QUALITY_P4 1.0", " #define FXAA_QUALITY_P5 1.5", " #define FXAA_QUALITY_P6 2.0", " #define FXAA_QUALITY_P7 2.0", " #define FXAA_QUALITY_P8 2.0", " #define FXAA_QUALITY_P9 2.0", " #define FXAA_QUALITY_P10 4.0", " #define FXAA_QUALITY_P11 8.0", "#endif", "", "", "", "/*============================================================================", "", " API PORTING", "", "============================================================================*/", "#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)", " #define FxaaBool bool", " #define FxaaDiscard discard", " #define FxaaFloat float", " #define FxaaFloat2 vec2", " #define FxaaFloat3 vec3", " #define FxaaFloat4 vec4", " #define FxaaHalf float", " #define FxaaHalf2 vec2", " #define FxaaHalf3 vec3", " #define FxaaHalf4 vec4", " #define FxaaInt2 ivec2", " #define FxaaSat(x) clamp(x, 0.0, 1.0)", " #define FxaaTex sampler2D", "#else", " #define FxaaBool bool", " #define FxaaDiscard clip(-1)", " #define FxaaFloat float", " #define FxaaFloat2 float2", " #define FxaaFloat3 float3", " #define FxaaFloat4 float4", " #define FxaaHalf half", " #define FxaaHalf2 half2", " #define FxaaHalf3 half3", " #define FxaaHalf4 half4", " #define FxaaSat(x) saturate(x)", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_GLSL_100 == 1)", " #define FxaaTexTop(t, p) texture2D(t, p, 0.0)", " #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_GLSL_120 == 1)", " // Requires,", " // #version 120", " // And at least,", " // #extension GL_EXT_gpu_shader4 : enable", " // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)", " #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)", " #if (FXAA_FAST_PIXEL_OFFSET == 1)", " #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)", " #else", " #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)", " #endif", " #if (FXAA_GATHER4_ALPHA == 1)", " // use #extension GL_ARB_gpu_shader5 : enable", " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)", " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)", " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)", " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)", " #endif", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_GLSL_130 == 1)", " // Requires \"#version 130\" or better", " #define FxaaTexTop(t, p) textureLod(t, p, 0.0)", " #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)", " #if (FXAA_GATHER4_ALPHA == 1)", " // use #extension GL_ARB_gpu_shader5 : enable", " #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)", " #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)", " #define FxaaTexGreen4(t, p) textureGather(t, p, 1)", " #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)", " #endif", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_HLSL_3 == 1)", " #define FxaaInt2 float2", " #define FxaaTex sampler2D", " #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))", " #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_HLSL_4 == 1)", " #define FxaaInt2 int2", " struct FxaaTex { SamplerState smpl; Texture2D tex; };", " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)", " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_HLSL_5 == 1)", " #define FxaaInt2 int2", " struct FxaaTex { SamplerState smpl; Texture2D tex; };", " #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)", " #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)", " #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)", " #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)", " #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)", " #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)", "#endif", "", "", "/*============================================================================", " GREEN AS LUMA OPTION SUPPORT FUNCTION", "============================================================================*/", "#if (FXAA_GREEN_AS_LUMA == 0)", " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }", "#else", " FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }", "#endif", "", "", "", "", "/*============================================================================", "", " FXAA3 QUALITY - PC", "", "============================================================================*/", "#if (FXAA_PC == 1)", "/*--------------------------------------------------------------------------*/", "FxaaFloat4 FxaaPixelShader(", " //", " // Use noperspective interpolation here (turn off perspective interpolation).", " // {xy} = center of pixel", " FxaaFloat2 pos,", " //", " // Used only for FXAA Console, and not used on the 360 version.", " // Use noperspective interpolation here (turn off perspective interpolation).", " // {xy_} = upper left of pixel", " // {_zw} = lower right of pixel", " FxaaFloat4 fxaaConsolePosPos,", " //", " // Input color texture.", " // {rgb_} = color in linear or perceptual color space", " // if (FXAA_GREEN_AS_LUMA == 0)", " // {__a} = luma in perceptual color space (not linear)", " FxaaTex tex,", " //", " // Only used on the optimized 360 version of FXAA Console.", " // For everything but 360, just use the same input here as for \"tex\".", " // For 360, same texture, just alias with a 2nd sampler.", " // This sampler needs to have an exponent bias of -1.", " FxaaTex fxaaConsole360TexExpBiasNegOne,", " //", " // Only used on the optimized 360 version of FXAA Console.", " // For everything but 360, just use the same input here as for \"tex\".", " // For 360, same texture, just alias with a 3nd sampler.", " // This sampler needs to have an exponent bias of -2.", " FxaaTex fxaaConsole360TexExpBiasNegTwo,", " //", " // Only used on FXAA Quality.", " // This must be from a constant/uniform.", " // {x_} = 1.0/screenWidthInPixels", " // {_y} = 1.0/screenHeightInPixels", " FxaaFloat2 fxaaQualityRcpFrame,", " //", " // Only used on FXAA Console.", " // This must be from a constant/uniform.", " // This effects sub-pixel AA quality and inversely sharpness.", " // Where N ranges between,", " // N = 0.50 (default)", " // N = 0.33 (sharper)", " // {x__} = -N/screenWidthInPixels", " // {_y_} = -N/screenHeightInPixels", " // {_z_} = N/screenWidthInPixels", " // {__w} = N/screenHeightInPixels", " FxaaFloat4 fxaaConsoleRcpFrameOpt,", " //", " // Only used on FXAA Console.", " // Not used on 360, but used on PS3 and PC.", " // This must be from a constant/uniform.", " // {x__} = -2.0/screenWidthInPixels", " // {_y_} = -2.0/screenHeightInPixels", " // {_z_} = 2.0/screenWidthInPixels", " // {__w} = 2.0/screenHeightInPixels", " FxaaFloat4 fxaaConsoleRcpFrameOpt2,", " //", " // Only used on FXAA Console.", " // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.", " // This must be from a constant/uniform.", " // {x__} = 8.0/screenWidthInPixels", " // {_y_} = 8.0/screenHeightInPixels", " // {_z_} = -4.0/screenWidthInPixels", " // {__w} = -4.0/screenHeightInPixels", " FxaaFloat4 fxaaConsole360RcpFrameOpt2,", " //", " // Only used on FXAA Quality.", " // This used to be the FXAA_QUALITY_SUBPIX define.", " // It is here now to allow easier tuning.", " // Choose the amount of sub-pixel aliasing removal.", " // This can effect sharpness.", " // 1.00 - upper limit (softer)", " // 0.75 - default amount of filtering", " // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)", " // 0.25 - almost off", " // 0.00 - completely off", " FxaaFloat fxaaQualitySubpix,", " //", " // Only used on FXAA Quality.", " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.", " // It is here now to allow easier tuning.", " // The minimum amount of local contrast required to apply algorithm.", " // 0.333 - too little (faster)", " // 0.250 - low quality", " // 0.166 - default", " // 0.125 - high quality", " // 0.063 - overkill (slower)", " FxaaFloat fxaaQualityEdgeThreshold,", " //", " // Only used on FXAA Quality.", " // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.", " // It is here now to allow easier tuning.", " // Trims the algorithm from processing darks.", " // 0.0833 - upper limit (default, the start of visible unfiltered edges)", " // 0.0625 - high quality (faster)", " // 0.0312 - visible limit (slower)", " // Special notes when using FXAA_GREEN_AS_LUMA,", " // Likely want to set this to zero.", " // As colors that are mostly not-green", " // will appear very dark in the green channel!", " // Tune by looking at mostly non-green content,", " // then start at zero and increase until aliasing is a problem.", " FxaaFloat fxaaQualityEdgeThresholdMin,", " //", " // Only used on FXAA Console.", " // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.", " // It is here now to allow easier tuning.", " // This does not effect PS3, as this needs to be compiled in.", " // Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.", " // Due to the PS3 being ALU bound,", " // there are only three safe values here: 2 and 4 and 8.", " // These options use the shaders ability to a free *|/ by 2|4|8.", " // For all other platforms can be a non-power of two.", " // 8.0 is sharper (default!!!)", " // 4.0 is softer", " // 2.0 is really soft (good only for vector graphics inputs)", " FxaaFloat fxaaConsoleEdgeSharpness,", " //", " // Only used on FXAA Console.", " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.", " // It is here now to allow easier tuning.", " // This does not effect PS3, as this needs to be compiled in.", " // Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.", " // Due to the PS3 being ALU bound,", " // there are only two safe values here: 1/4 and 1/8.", " // These options use the shaders ability to a free *|/ by 2|4|8.", " // The console setting has a different mapping than the quality setting.", " // Other platforms can use other values.", " // 0.125 leaves less aliasing, but is softer (default!!!)", " // 0.25 leaves more aliasing, and is sharper", " FxaaFloat fxaaConsoleEdgeThreshold,", " //", " // Only used on FXAA Console.", " // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.", " // It is here now to allow easier tuning.", " // Trims the algorithm from processing darks.", " // The console setting has a different mapping than the quality setting.", " // This only applies when FXAA_EARLY_EXIT is 1.", " // This does not apply to PS3,", " // PS3 was simplified to avoid more shader instructions.", " // 0.06 - faster but more aliasing in darks", " // 0.05 - default", " // 0.04 - slower and less aliasing in darks", " // Special notes when using FXAA_GREEN_AS_LUMA,", " // Likely want to set this to zero.", " // As colors that are mostly not-green", " // will appear very dark in the green channel!", " // Tune by looking at mostly non-green content,", " // then start at zero and increase until aliasing is a problem.", " FxaaFloat fxaaConsoleEdgeThresholdMin,", " //", " // Extra constants for 360 FXAA Console only.", " // Use zeros or anything else for other platforms.", " // These must be in physical constant registers and NOT immediates.", " // Immediates will result in compiler un-optimizing.", " // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)", " FxaaFloat4 fxaaConsole360ConstDir", ") {", "/*--------------------------------------------------------------------------*/", " FxaaFloat2 posM;", " posM.x = pos.x;", " posM.y = pos.y;", " #if (FXAA_GATHER4_ALPHA == 1)", " #if (FXAA_DISCARD == 0)", " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);", " #if (FXAA_GREEN_AS_LUMA == 0)", " #define lumaM rgbyM.w", " #else", " #define lumaM rgbyM.y", " #endif", " #endif", " #if (FXAA_GREEN_AS_LUMA == 0)", " FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);", " FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));", " #else", " FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);", " FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));", " #endif", " #if (FXAA_DISCARD == 1)", " #define lumaM luma4A.w", " #endif", " #define lumaE luma4A.z", " #define lumaS luma4A.x", " #define lumaSE luma4A.y", " #define lumaNW luma4B.w", " #define lumaN luma4B.z", " #define lumaW luma4B.x", " #else", " FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);", " #if (FXAA_GREEN_AS_LUMA == 0)", " #define lumaM rgbyM.w", " #else", " #define lumaM rgbyM.y", " #endif", " #if (FXAA_GLSL_100 == 1)", " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));", " #else", " FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));", " #endif", " #endif", "/*--------------------------------------------------------------------------*/", " FxaaFloat maxSM = max(lumaS, lumaM);", " FxaaFloat minSM = min(lumaS, lumaM);", " FxaaFloat maxESM = max(lumaE, maxSM);", " FxaaFloat minESM = min(lumaE, minSM);", " FxaaFloat maxWN = max(lumaN, lumaW);", " FxaaFloat minWN = min(lumaN, lumaW);", " FxaaFloat rangeMax = max(maxWN, maxESM);", " FxaaFloat rangeMin = min(minWN, minESM);", " FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;", " FxaaFloat range = rangeMax - rangeMin;", " FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);", " FxaaBool earlyExit = range < rangeMaxClamped;", "/*--------------------------------------------------------------------------*/", " if(earlyExit)", " #if (FXAA_DISCARD == 1)", " FxaaDiscard;", " #else", " return rgbyM;", " #endif", "/*--------------------------------------------------------------------------*/", " #if (FXAA_GATHER4_ALPHA == 0)", " #if (FXAA_GLSL_100 == 1)", " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));", " #else", " FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));", " #endif", " #else", " FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));", " FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));", " #endif", "/*--------------------------------------------------------------------------*/", " FxaaFloat lumaNS = lumaN + lumaS;", " FxaaFloat lumaWE = lumaW + lumaE;", " FxaaFloat subpixRcpRange = 1.0/range;", " FxaaFloat subpixNSWE = lumaNS + lumaWE;", " FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;", " FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;", "/*--------------------------------------------------------------------------*/", " FxaaFloat lumaNESE = lumaNE + lumaSE;", " FxaaFloat lumaNWNE = lumaNW + lumaNE;", " FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;", " FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;", "/*--------------------------------------------------------------------------*/", " FxaaFloat lumaNWSW = lumaNW + lumaSW;", " FxaaFloat lumaSWSE = lumaSW + lumaSE;", " FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);", " FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);", " FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;", " FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;", " FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;", " FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;", "/*--------------------------------------------------------------------------*/", " FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;", " FxaaFloat